
(195) Protocol which will be used by client to connect master/game servers. (200) Informs user about version of plugin load to game More. (201) Informs user about name of plugin load to game More. (202) Used by the server in Operation Responses, when it sends the nickname of the client (the user's nickname). (204) Informs the server of the expected plugin setup. (205) Used to define a "slice" for cached events. (207) ReturnCode for the WebRPC, as sent by the web service (not by Photon, which uses ErrorCode). (208) Parameters for a WebRPC as: Dictionary. (209) Path of the WebRPC that got called. (210) Used for region values in OpAuth and OpGetRegions. (211) This (optional) parameter can be sent in Op Authenticate to turn on Lobby Stats (info about lobby names and their user- and game-counts). Combined with the lobby name this identifies the lobby. (212) Used in matchmaking-related methods and when creating a room to define the type of a lobby. (213) Used in matchmaking-related methods and when creating a room to name a lobby (to join or to attach a room to). Contains string of room names ("" where not known or no room joined). Contains bool list of online states (false if not online). Value must be string of friends to look up.
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When sent as op-parameter this is code 203. (203) Code for MasterClientId, which is synced by server. (214) This key's (string or byte) value provides parameters sent to the custom authentication service setup in Photon Dashboard. OpJoin uses this to always enter a room, unless it exists and is full/closed. (215) Makes the server create a room if it doesn't exist. (216) This key's (string) value provides parameters sent to the custom authentication type/service the client connects with. (217) This key's (byte) value defines the target custom authentication type/service the client connects with. (218) Content for EventCode.ErrorInfo and internal debug operations. (238) The "Add" operation-parameter can be used to add something to some list or set. Useful for FindFriends and reserving slots for expected users. (239) Used in Op Join to define if UserIds of the players are broadcast in the room. remove groups from player's interest groups. (239) The "Remove" operation-parameter can be used to remove something from a list. (240) Code for "group" operation-parameter (as used in Op RaiseEvent). If true, server cleans up roomcache of leaving players (their cached events get removed). (241) Bool parameter of CreateRoom Operation. (247) Code for caching events while raising them. (246) Code to select the receivers of events (used in Lite, Operation RaiseEvent). (253) Code of the target Actor of an operation. If either ActorProperties or GameProperties are used (or both), check those keys. This key is used when sending only one set of properties. (244) Code used when sending some code-related parameter, like OpRaiseEvent's event-code. (245) Code of data/custom content of an event. (252) Code for list of players in a room. (250) Code for broadcast parameter of OpSetProperties method. (255) Code for the gameId/roomName (a unique name per room). (208) Internally used in case of hosting by Azure More. (209) Internally used in case of hosting by Azure More. (210) Internally used in case of hosting by Azure More. (221) Internally used to establish encryption More. (222) List of RoomInfos about open / listed rooms More. Allowed parameter values are defined in enum MatchmakingMode. (223) Modifies the matchmaking algorithm used for OpJoinRandom. If you get queued before connect, this is your position More.

(223) Not used currently (as "Position"). (224) Your application's ID: a name on your own Photon or a GUID on the Photon Cloud More. (227) Count of players on the master server (in this app, looking for rooms) More. (228) Count of games in this application (used in stats event) More. (229) Count of players in this application in a rooms (used in stats event) More. (231) Code for "Check And Swap" (CAS) when changing properties. (232) Used when creating rooms to define if any userid can join the room only once. In rooms with PlayerTTL, becoming inactive is the default case. (233) Used in EvLeave to describe if a user is inactive (and might come back) or not. By default players become inactive and can re-join. If false, the player does abandons the game (forever).

(233) Optional parameter of OpLeave in async games. (234) Optional parameter of OpRaiseEvent and OpSetCustomProperties to forward the event/operation to a web-service. If a client disconnects, this actor is inactive first and removed after this timeout. (235) Time To Live (TTL) for an 'actor' in a room. Keeps room in memory for case a player re-joins soon.

(236) Time To Live (TTL) for a room when the last player leaves. If set to true, no room events are sent to the clients on join and leave. (237) A bool parameter for creating games. Codes for parameters of Operations and Events.
